Conan Exiles – Season Guidelines

Time of Origins Season 9: Immortal Beloved

Public Lore Document v1  7 Aug 2023

“We found them father…” said the acolyte slightly out of breath as he burst into the room.  

The grand consul barely motioned a response while staring out the window deep into the horizon. “May Helios be praised.. His will be done”. 

Grand Consul Marcus Aurelius Cotta stood motionless at the window as if deep in thought. Soon we will finally rid the world of darkness and with it, those abominations it’s created… 

Time Frame:  Circa 1823 ce  

Setting: Victorian, Gothic, Low fantasy 

Map:  

The season will take place on Grim Map by LtScarro. No purchase or DLC is needed to run this map.

Season 9 Guidelines:

If you are new to Time of Origins. Our seasons play out a bit like large D&D campaigns where you may choose to participate or not. While decisions are yours and outcomes not based on dice rolls or as guided as a DM, the overarching server is guided by staff and storyteller decisions. 

Note: No one decision from a single storyteller gets to drive the story in a direction unless there is a large player consensus behind it. It’s important to remember that while we go through pains to help everyone feel like the hero in their own story, we must accept that not everyone can be the hero in everyone else’s story.

This season will not be set as a faction vs faction as part of the server story and there will be an admin run antag faction, events, dungeons, etc.

There very well may be one faction against another, or specific storytellers within a faction vs others if the storytellers and roleplay goes this route but storytellers should not begin with the notion of being against one faction or the other.

Storytellers are encouraged to join the server story for a fuller and richer roleplay experience but as always, is not required but strongly encouraged. 

Content creators exist to help those new to the story or coming into the season later, to catch up and integrate into the server story.  

We use several tools to notify storytellers when events occur, we do our best to involve as many as we can as well as changing up time frames in order to allow everyone to have an experience in various time zones.

Conflict/Non-Conflict:

Season 9 will be conflict or non conflict depending on you, the storytellers, with the option and reasons for conflict to exist in the story arc.  

Curses and afflictions may not be passed to other storytellers without their explicit permission to do so and will require a ticket to staff to complete. Please note that only characters that are human may gain an affliction.

Character Setting:

The story is a blend of classical victorian/gothic horror.  Vampires, werewolves, undead, immortals and humans inhabit the world as well as creatures that would be appropriate for the 1800s. 

Beings or creatures that fit into a low fantasy setting should be created. We will not be allowing hybrid type creatures, ie: Vampire Werewolves or high fantasy creatures like elves, dragons, fairies (Yes, we are aware of carnival row) but this season is about traditional horror settings.

If you have a character idea and are unsure if it fits, please feel free to open a ticket. We are less about wanting to say no, and simply more wanting everyone to feel immersed in the world, environment, and RP.

Your character may have knowledge of real life events/places/etc prior to 1823.  

Storytellers that are using global characters played over multiple servers/timeframes may not reference or have knowledge of any other storyteller characters from those places without express permission and coordination.

It’s strongly suggested that these references make sense in the timeframe and when speaking to other storytellers. Remember, it’s about immersion in the setting and time period and references to: I was an elven lord of the forest with the finest mail of mithril would be pretty jarring to a character from the time period. 

The Factions:

This season will consist of 4 main player driven factions that may or may not include staff.  These factions can contain up to 40 storytellers and will allow to live in and around the faction town/area but is not required.  Pippi egress doors will be provided for you to place in order to lock your doors.

Our season end surveys from previous seasons resulted in a considerable amount of people that enjoyed large monolithic guilds, a large majority of all respondents said that they enjoyed this method (Give it a chance, it really does bolster your RP a lot).  Those that initially thought they would not like such a set up, found that they actually did.

Joining the server clan for your faction: If you unable to find a person to pull you in to the clan, please put in a ticket.

The 4 clans are:

  • Grimwyd Estates – Vampire
  • Silverfang – Werewolf
  • Mortis Velox – Undead
  • Last Bastion – Immortal/Human

Werewolves: 

Werewolves will primarily be a selected race with the indrids curse of lycanthropy as an RP tool.

They may be either afflicted or true (having been born that way). 

Werewolves may be triggered to transform based on the storyteller preference. Either once a month on full moon, at night, at will, or triggered by extreme emotions. 

Werewolves may utilize the werewolf transmog that comes with indrids or a shifter full wolf transmog but may not interchange between them. 

The only requirement is consistency.     

Note: Storytellers may not assign themselves as a core alpha wolf or the original werewolf. These are reserved for server story elements.

Vampires:

Vampires are humans that have been turned into “living corpses” by a maker vampire.  They will be a selected race with the indrids curse of vampirism as an RP tool.

Since there are many different types of vampires, we are allowing for several types but limiting to the following to avoid confusion:

  • Sanguine Vampire (Blood Drinker)
  • Emotion Vampire (Emphatic Vampire)
  • Energy Vampire (Psi Vampire)
  • Disfigured (Nosferatu Vampire)

Note: Storytellers may not assign themselves as a core elder vampire or the original maker. These are reserved for server story elements.

Undead:

  • Ghouls, Zombies, Wight, etc.  Bear in mind these should be creatures that will fit into a 19th century setting. Unfortunately we cannot allow any storytellers to be “invisible” in game but will work with you and your idea to find the best fit for what you would like to do. Please open a ticket and feel free to speak with us about it.   

Immortals:

  • Immortals are essentially humans that have the ability to heal themselves faster than the ravages of time can damage them. Due to that, they tend to live for long periods of time.  They are not invincible however and can be killed.  Other than this ability, immortals are pretty much human in every other way.

Humans:

  • Regular human beings.  Some storytellers may prefer to play regular humans, perhaps staying that way or becoming afflicted or cursed and later joining with one of the other factions.

Other:

  • Other playable races are limited to the following:

Demons – Demons should be in line with turn of the century/19th century ideas. 

Turning/Becoming Afficted:

  • Storytellers may, if they wish, to become turned or afflicted or allow such an action in their roleplay. Once cursed or afflicted, you may not again change to another curse or affliction. Only humans may do this.   Open a ticket and coordinate with staff to have this occur.

Faction Leadership: 

Governing bodies of the factions will be councils that will include a staff member if available to help with logistics and events. They will not be leading unless the player base chooses them to do so, otherwise, they will be in an advisory type role as just another member of the council. Note: This does not remove any authority they have to make server health or rule interpretation decisions. 

Warfare and PVP: 

As always, it’s RP first. However, each faction will determine if they chose to go to war with another faction, or even within the faction itself. Server PVP rules apply.

Non-Server clans:  Storytellers may have their own clans and are limited to a maximum of 12 members.  (This is an increase of 2 members over the regular sized of 10) building and other limits however are the same.

Faction Clans:

Building:  Storytellers that choose to join the server clan for their faction have pre-built thematic homes in the city / start area for that faction. They may build their own home on the outskirts of the city or request expansion of the city in a specific direction to accommodate this.

Homes built in the faction area must conform to the look/feel of the area 

Container Restrictions: 

This is an unfortunate reality for Conan servers as containers are a large source of server lag and instability. As a result, we will be limiting individuals to 2 storage containers in their home per person. As the season progresses, we will reevaluate performance to determine if we can relax this restriction.

You may not place crafting stations in your home. The idea is that there will be communal crafting stations provided and it will limit the amount of lag and frame drops in the faction areas.  If a station that you need or one that you would like in order to progress your character is not in the faction city, and your local council cannot build or place it, please put in a ticket and we will be happy to help you with it.

Crafting area limitations: 

Please do not add storage boxes, containers, etc to the crafting areas of the city. If you, as a group, decide that these are too limited, please speak with the staff member in the faction or put in a ticket and we can figure out impacts and make adjustments if feasible.

Materials left in crafting stations are considered to be for use of all in the faction. 

Note: Do not take materials, items, etc  from factions you do not belong to. Do not enter anyone’s dwelling without specific explicit permission. If you engage in theft RP, you must leave very specific, detailed instructions on how to find your character. “Small footprints and a wisp of blond hair” is not enough of a clue and choosing to do this type of RP may lead to staff interactions helping to “find you” if you choose to go this route.

Transmogs:  

Transmogs will be given by ticket only. Due to the level of immersion attempted for this season, storytellers must request transmogs through ticketing and provide an example or reference to the fantastic creature they wish to portray existing in the 19th century,

Classes:  

Since there is quite a mix of balancing between races and curses, classes are going to be relatively simple. Spells will be listed at a later time. Note: These may be subject to change for balance purposes.

Knight:Tank

  • Perks: Epic Toughness, Charge Attack, Infantry Training, Armor Spec
  • Primary Stat:Strength
  • Secondary Stat:Health
  • Minor: Grit

Mage: Ranged Dps

  • Perks: Spellcaster, Weapon Finesse, Swiftness
  • Primary Stat:Agility
  • Secondary Stat:Vitality
  • Minor: Grit

Crusader:Tank/DPS

  • Perks:Infantry Training, Epic Tough, Leap Attack, Armor Spec
  • Primary Stat:Strength
  • Secondary Stat:Health
  • Minor: Grit

Rogue: Melee DPS

  • Perks:Stealth, Weapon FInesse, Acrobatic Dodge, Swiftness
  • Primary Stat:Agi
  • Secondary Stat:Grit
  • Minor: Max Health

Huntsmen/Huntswomen:Ranged DPS

  • Perks: Acrobatic Dodge, Bow Mastery, Unarmored, Swiftness
  • Primary Stat:Agi
  • Secondary Stat:Grit
  • Minor: Max Health

Cleric: Fighter/Caster

  • Perks: Spellcaster, Weapon Finesse, Acrobatic Dodge
  • Primary stat:Agi
  • Secondary Stat:Grit
  • Minor: Max Health

Bladeweaver:Dps/Heals (Immortal Only)

  • Perks: Epic Toughness, Charge Attack, Infantry Training, Armor Spec
  • Primary Stat:Strength
  • Secondary Stat:Health
  • Minor: Grit

Spellweaver: Ranged Dps/Heals

  • Perks: Spellcaster, Weapon Finesse, Swiftness
  • Primary Stat:Agility
  • Secondary Stat:Vitality
  • Minor: Grit

Season Map:

Note: Zones are not areas of control or “owned areas” these are areas where these types of creatures would be prevalent and where the faction areas will be found.